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Posted

IMHO the fact that they said it has been for some time that they wanted to discuss this means that it has been in development for a little while, probably either since they finished Zero Hour (24 months ago) or since end of original BFME (12 months ago).

My feeling is 12 months ago when the hard programming for BFME II would have started they would have thought of some things they could then use in both BFME II and in C&C 3: such as

Mobile bases - requires the build anywhere programming code seen in BFME II

Walls to stop encroaching Tiberium also mean BFME II base (no walls in Generals)

Minimum of 5 sides (NOD, GDI, Scrin, Mutants, Incidentals) means post Zero Hour code.

From above you can see I believe that they have dusted off the old Tiberium Twilight plans whereby the Scrin revive Kane as they land on earth to take over and the NOD and GDI fight both the Scrin and each other for available land/resources - Hence Tiberium Wars.

Finally they say it is to use SAGE (Generals and BFME engine) - graphics spec is thus likely to be closer to BFME II as a minimum if it is to ship at Xmas 2007 (they say they "hope to hit 2007" which in developer talk means late next year) as by then we will have MS Vista out and they will want the game as sparkly as they can get it.

  • 2 weeks later...
Posted

I'd just like to quickly point out that both GDI and Nod won at the end of Firestorm, so there is really only one perspective from which they could continue the story (both endings happen in the same timeline, side by side).

Posted

Mobile bases - requires the build anywhere programming code seen in BFME II

Minimum of 5 sides (NOD, GDI, Scrin, Mutants, Incidentals) means post Zero Hour code.

These were both possible in Generals.

Posted

Having now read the C&C 3 2 page news update in PC Gamer, they confirm it is to use BFME II plus upgrades to support the Tiberium lifeforms and ion storms. Also they want high definition models of units that is possible in BFME II (which is in fact only a super-duper version of the engine originally used in Generals).

If you used BFME II today the tiberium fields would not automatically grow as all resource "buildings" in BFME II are static eg Mallorn Tree for Elves, Farms for Men etc you place one at a time...

So they are looking to add Ion storms and green (blue not mentioned but I an sure it will be there) tiberium fields corrupting the landscape.

Also mentioned was 2 Camapigns - one for NOD and one for GDI. Plus a World Domination Map using the War of the Ring conquest system present in BFME II.

Both campaign endings unlock a third mini-campaign with the unknown side (they think Scrin or Forgotten).

  • 2 weeks later...

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